CEGUI::Window* InitShopCity() { CEGUI::Window* wnd = LoadUI(SHOPCITY_PAGE_NAME); SubEventShopCity(wnd); //先注册事件,再设置初始化状态,因为初始化时调用了事件 SetInitProShopCity(wnd); GetInst(ShopCityMsgMgr).SetPageState(true); return wnd; }
void OnResetDevice(D3DPRESENT_PARAMETERS* presentation_parameters) { if(!g_ui_package_present) { return; } LoadUI(DX9::Direct3DDevice(), presentation_parameters); }
void Initialize3D(IDirect3DDevice9* device, D3DPRESENT_PARAMETERS* presentation_parameters) { if(!g_ui_package_present) { return; } LoadUI(device, presentation_parameters); }
CEGUI::Window* InitAuction() { //加载界面 CEGUI::Window* wnd = LoadUI("Auction"); //设置UI控件的初始化属性 SetInitializedAHUIProperty(wnd); //事件注册函数 SubscriberAHEvent(wnd); //默认打开出售求购UI,请求一次所有数据,更新出售求购UI显示 AHdata& ahd = GetInst(AHdata); ahd.Send_AH_REQUEST_ALL(); return wnd; }
CEGUI::Window* InitPlayerShopPage(void) { #ifdef _DEBUG CEGUI::Logger::getSingleton().setLogFilename("PlayerShop.log"); #endif CEGUI::Window* wnd = LoadUI("PlayerShop"); #ifdef _DEBUG CEGUI::Logger::getSingleton().setLogFilename("CEGUI.log",true); #endif SubscribePlayerShopPageEvent(wnd); wnd->setVisible(false); return wnd; }
CEGUI::Window* InitPetStrengthen() { #ifdef _DEBUG CEGUI::Logger::getSingleton().setLogFilename("PetStrenthenLayout.log"); #endif CEGUI::Window* wnd = LoadUI("PetStrengthen"); #ifdef _DEBUG CEGUI::Logger::getSingleton().setLogFilename("CEGUI.log",true); #endif InitPetSelectWnd(wnd); SubscribePetStrenthenEvent(wnd); wnd->setVisible(false); return wnd; }
CEGUI::Window* InitGameExit() { CEGUI::Window* wnd = LoadUI("GameExit"); wnd->setVisible(false); CEGUI::PushButton* btn = WPushButton(wnd->getChild("GameExit/CharSel")); btn->subscribeEvent(CEGUI::PushButton::EventClicked, CEGUI::Event::Subscriber(OnReturnCharSel)); btn = WPushButton(wnd->getChild("GameExit/ServerSel")); btn->subscribeEvent(CEGUI::PushButton::EventClicked, CEGUI::Event::Subscriber(OnReturnServerSel)); btn = WPushButton(wnd->getChild("GameExit/Login")); btn->subscribeEvent(CEGUI::PushButton::EventClicked, CEGUI::Event::Subscriber(OnReturnLogin)); btn = WPushButton(wnd->getChild("GameExit/Exit")); btn->subscribeEvent(CEGUI::PushButton::EventClicked, CEGUI::Event::Subscriber(OnReturnExit)); return wnd; }
TileMap::TileMap(Game &game, Model model, char* tileSetPath, Camera* camera) { this->tileModel = model; this->camera = camera; std::cout << "Loading Tiles, this may take a while..." << std::endl; LoadTileSet(tileSetPath); for (int y = 0; y < MAP_SIZE_IN_TILES_HEIGHT; y++) { for (int x = 0; x < MAP_SIZE_IN_TILES_WIDTH; x++) { map[x][y] = Tile(game, model, glm::vec3(x * TILE_SIZE_WIDTH, (y * TILE_SIZE_HEIGHT) + TILE_SIZE_HEIGHT, 0.0f)); } } for (int x = 0; x < MAP_SIZE_IN_TILES_WIDTH; x++) { UI[x] = Tile(game, model, glm::vec3(x * TILE_SIZE_WIDTH, 0.0f, 0.1f)); } LoadUI(); LoadMap("content/levels/map1.lvl"); std::cout << MAP_SIZE_IN_TILES_WIDTH * MAP_SIZE_IN_TILES_HEIGHT << " Tiles Loaded! " << std::endl; }
void MyPS2Application::GameLoad() { // Set Game Background if(!_background_texture.LoadBitmap("GameBackground.bmp", true, false)) { printf("Can't load Game Texture\n"); quitting_ = true; } LoadUI(); // Initialize game objects. player = new Player(); ball = new Ball(player->get_ball_x_position(), player->get_ball_z_position()); SetupBlocks(); if (game_music) // If music was enabled. { BGM.PlayLoop(); } game_loaded = true; }